//:://///////////////////////////////////////////// //:: Bolt: Lightning //:: NW_S1_BltLightn //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Does 1d6 per level to a single target. Reflex save for half */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Aug 10, 2001 //::////////////////////////////////////////////// #include "NW_I0_SPELLS" #include "prc_inc_spells" //#include "wm_include" void main() { //if (WildMagicOverride()) { return; } //:: Declare major variables object oNPC = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); int nHD = GetHitDice(oNPC); int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); int nDC = 10 +nCHAMod+ (nHD/2); int nCount = nHD/2; if (nCount == 0) { nCount = 1; } int nDamage = d6(nCount); effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF,BODY_NODE_HAND); effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); effect eBolt; //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_LIGHTNING)); //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY); //Make a ranged touch attack int nTouch = TouchAttackRanged(oTarget); if(nTouch > 0) { if(nTouch == 2) { nDamage *= 2; } //Set damage effect eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); if(nDamage > 0) { //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.7); } } }